2012-04-03 23:30:07 -04:00
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uniform sampler2D _CameraDepthTexture;
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void main ()
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{
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vec4 tmpvar_1;
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2012-10-07 23:41:18 -04:00
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tmpvar_1.xzw = gl_Vertex.xzw;
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tmpvar_1.y = (gl_Vertex.y + ((1.0 - texture2DLod (_CameraDepthTexture, gl_MultiTexCoord0.xy, 0.0).x) * 3.0));
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gl_Position = (gl_ModelViewProjectionMatrix * tmpvar_1);
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2012-04-03 23:30:07 -04:00
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vec4 tmpvar_2;
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tmpvar_2.zw = vec2(0.0, 0.0);
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tmpvar_2.xy = gl_MultiTexCoord0.xy;
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2012-10-07 23:41:18 -04:00
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gl_TexCoord[0] = tmpvar_2;
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2012-04-03 23:30:07 -04:00
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}
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2014-02-11 02:06:13 -05:00
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// inputs: 2, stats: 5 alu 1 tex 0 flow
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